This week we’ve got a guest design! Steven Caron was one of Hypercorps 2099’s biggest backers (see Heroes of the Hypernet for more info and the synopsis of an amazing 19 game campaign) and put together a build for Kurt Wagner, better known to the world as (ze!) Nightcrawler!

If there’s someone you’d like to see please comment with a request (tune in next week for ROM the Space Knight!), tweet at me @MikeMyler2, or poke me on Facebook, and if you notice room for improvement let me know. Also, if you dig this, share it around and like it and so forth! Thank you!

Steve’s Notes:

Dimension Door: If teleporting with passengers, both Nightcrawler and each of his passengers are subjected to his ray of exhaustion power; one charge is expended per teleport, regardless of the number of passengers. If Nightcrawler has used all charges of his ray of exhaustion power, his personal saving throw is as if he had the Tiring Hyper Flaw with all uses expended and as such must save against damage instead (any passengers still save against the ray of exhaustion as normal.)

Ray of Exhaustion: Nightcrawler expends either a charge of shift or dimension door to teleport up to his opponent, touch them, and teleport away together. If Nightcrawler actually grapples his opponent however, he may create a multiport, increasing the DC by 2 per each extra charge expended (to a maximum number of extra charges equal to his hyper bonus); the duration of the effect is also extended as per the poison rules. Only one shift or dimension door charge is used for either effect.

Tiefling (bamf):The following describe the tiefling (bamf) alternate racial traits and heritage. Stats are +2 Dex, +2 Chr, -2 Wis.– Combat Tail is an alternate of Maw or Claw, granting a fully usable tail attack, thus replaces the racial SLA. When combined with Prehensile Tail and Grasping Tail, the tail is treated as another arm and hand; 1d6 (1d4 small) damage.– Fiendish Eyes are from the variation table, granting the See in Darkness ability– Fuzzy Elf is the same as Scaled Skin (Resist Cold) and replaces Fiendish Resistance.– Prehensile Tail replaces Fiendish Sorcery.– Sprinter is Fiendish Sprinter, replacing skilled.– Strange Physiology is from the variation table, granting a +2 racial bonus: Acrobatics.

(5E build below is by me!)

Nightcrawler

Saving Throws Dex +10, Con +8Skills Acrobatics +10, Athletics +7, Insight +9, Intimidation +7, Perception +9, Persuasion +7, Religion +6, Sleight of Hand +10, Stealth +10Senses darkvision 120 ft., passive Perception 19Languages English, German, LatinChallenge 13 (10,000 XP)Bamf Step.Nightcrawler can spend a bonus action to teleport to any location within 100 feet.Combat Awareness. Nightcrawler’s AC is equal to 10 + his Dexterity modifier + his Wisdom modifier.Devilish Tail. Nightcrawler has a tail able to support his weight, giving him advantage on checks to resist the prone condition. He is able to wield one-handed weapons with his tail or use it to grab similarly sized objects. He may use the Sleight of Hand skill with his tail but does not gain his proficiency bonus when doing so.Dimensional Bamf (Recharge 1–4). Nightcrawler can spend a bonus action to teleport to any location between 100 feet and 1,000 feet.Distant Teleport. Nightcrawler can easily teleport north south along Earth’s magnetic lines of force. However, teleporting east west against them or teleporting vertically is more difficult. Under optimal conditions, Nightcrawler can teleport 2 miles east west, 3 miles north south, and 2 miles vertically if he exerts himself. Nightcrawler has a limited unconscious extrasensory ability that prevents him from teleporting into any area that he cannot see or has not seen in the past, as doing so runs the risk of injury or death by materializing partially or entirely within a solid object.Passenger Sickness. Nightcrawler is able to take any creature of up to Large size with him when he teleports. Any creature that teleports with Nightcrawler is poisoned for 2d4 rounds and stunned for 1d4 rounds. A successful DC 16 Constitution saving throw leaves the creature poisoned for 1d4 rounds and stunned for 1 round.

REACTIONSFast Reactions. Nightcrawler has two reactions each round.Bamf Dodge. When an attacker that Nightcrawler can see hits him with an attack or spell with an area effect, he can use his reaction to teleport up to 15 feet away (taking no damage). He cannot take a passenger when using this feature.

Welcome to the fifth post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or whatever, check out last week’s character (Cammy!), and if you think this can be improved in any way don’t hesitate to speak up and let me know!

Next week I’ll be putting up Ken but if there’s someone you’d like to see after him I am doing these in order of requests (Balrog is my next go-to character but maybe we’ll see Blanka or Dhalsim?) so let me know and we’ll get them in queue!

Fei Long the Flying Dragon

Saving Throws Str +5, Dex +7Skills Acrobatics +7, Athletics +5, Insight +6, Performance +5, Stealth +7Damage Resistances fireDamage Immunities poisonCondition Immunities disease, poisonedSenses passive Perception 12Languages Common (Soburi)Challenge 10 (5,900 XP)Background Feature: By Popular Demand (Entertainer).Fei Long can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club.Evasion. If Fei Long is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.Ki (12 points).Fei Long harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

Flurry of Blows.Immediately after Fei Long takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense. Fei Long can spend 1 ki point to take the Dodge action as a bonus action on his turn.

Step of the Wind.Fei Long can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.

Stunning Attack. Fei Long can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 14 Constitution saving throw or be stunned until the end of his next turn.

Martial Arts.Fei Long can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d8 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Fei Long uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.Purity of Body. Fei Long’s mastery of the ki flowing through him makes him immune to disease and poison.Stance Scion. Fei Long has learned 3 martial arts stances from his monk training and is able to simultaneously utilize up to 3 at once.Stance of Fire’s Vengeance (2). Feil Long’s strikes deal an additional 1d6 fire damage (this damage is not multiplied on a critical hit) and he gains resistance to fire damage. As an action, he can erupt with the fury of his inner fire, dealing 8d8 points of fire damage to all creatures and objects within 15 feet. A DC 15 Dexterity saving throw reduces this damage by half. Fei Long cannot use this feature again until he has completed a long rest.Stance of the Striking Serpent (2).Fei Long’s unarmed strikes deal an additional 1d6 piercing damage (this damage is not multiplied on a critical hit), he gains advantage on Acrobatics checks, checks and saves to avoid the prone condition, and creatures are at disadvantage to resist his attempts to grant them the prone condition.Stance of the Tiger’s Claw (2). Fei Long’s unarmed strikes deal an additional 1d6 slashing damage (this damage is not multiplied on a critical hit.) He gains advantage on Intimidation checks and checks made to disarm a foe or avoid being disarmed. In addition, Fei Long may roar as a bonus action to give enemies within 20 feet of you the frightened condition for 1d4 rounds; a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) resists the effect. He cannot use this feature again until he has completed a long rest.Unarmored Defense.While he is wearing no armor and not wielding a shield, Fei Long’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.Unarmored Movement. Fei Long’s speed increases by 20 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.Unarmed Savant. Fei Long’s unarmed strike damage increases by one step due to his soburi heritage and he gains proficiency in the Athletics skill.

REACTIONSDeflect Missile. Fei Long can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 18 (1d10+3d6+3).Slow Fall. Fei Long can use his reaction when he falls to reduce any falling damage he takes by 60.

Fei Long

Saving Throws Str +5, Dex +7Skills Acrobatics +7, Athletics +5, Insight +6, Performance +5, Stealth +7Damage Resistances fireDamage Immunities poisonCondition Immunities disease, poisonedSenses passive Perception 12Languages Common (Soburi)Challenge 10 (5,900 XP)Evasion. If Fei Long is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.Ki (12 points).

Flurry of Blows.Immediately after Fei Long takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense. Fei Long can spend 1 ki point to take the Dodge action as a bonus action on his turn.

Step of the Wind.Fei Long can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.

Stunning Attack. Fei Long can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 14 Constitution saving throw or be stunned until the end of his next turn.

Stance of Fire’s Vengeance (2). Feil Long’s strikes deal an additional 1d6 fire damage (this damage is not multiplied on a critical hit). As an action, he can erupt with the fury of his inner fire, dealing 8d8 points of fire damage to all creatures and objects within 15 feet. A DC 15 Dexterity saving throw reduces this damage by half. Fei Long cannot use this feature again until he has completed a long rest.Stance of the Striking Serpent (2).Fei Long’s unarmed strikes deal an additional 1d6 piercing damage (this damage is not multiplied on a critical hit), he gains advantage on Acrobatics checks, checks and saves to avoid the prone condition, and creatures are at disadvantage to resist his attempts to grant them the prone condition.Stance of the Tiger’s Claw (2). Fei Long’s unarmed strikes deal an additional 1d6 slashing damage (this damage is not multiplied on a critical hit.) He gains advantage on Intimidation checks and checks made to disarm a foe or avoid being disarmed. In addition, Fei Long may roar as a bonus action to give enemies within 20 feet of you the frightened condition for 1d4 rounds; a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) resists the effect. He cannot use this feature again until he has completed a long rest.Unarmored Movement. Fei Long is able to move along vertical surfaces and across liquids on his turn without falling during the move.

REACTIONSDeflect Missile. Fei Long can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing it by 18 (1d10+3d6+3).Slow Fall. Fei Long can use his reaction when he falls to reduce any falling damage he takes by 60.

One of the reward levels for the Mists of Akuma Kickstarter was for me to run a game for your group through Roll20.net and one of those games has been concluded! Join RPGlory as they explore the abandoned city of Yuga, slaughter adeddo-oni by the dozens, explore an underground dungeon, and do battle with horrible creatures in its stone passages!

All of the games are recorded on YouTube but for the folks that just want the meat of the sessions, check out the summary below!

Escaping from Osore Prefecture after causing a stir in Supin, the party (Chuda Masaru, Shibonotoko, Tetsujin, Fuk, and Crow) take to a raft dragged along across the nearby bay by their umibo yamabushi. Upon reaching the seaside city of Kamenotochi a messenger delivers a sealed scroll from a bengoshi of Satsujin–they have been commanded by one of the clan’s Seer Swords to retrieve Lord Chianji Satsujin from the city of Yuga on island not far from their shore to the north. It came with a substantial payment as well and with their coin spent, the party charters a boat to take them northward.

In a few days they make landfall in a berth not far from the settlement and make the rest of their way on foot, but strangely the din of a busy city does not welcome their approach to the gates of Yuga–not a single resident is in sight, almost as if everyone had left. Cautiously making their way into the city, Tetsujin and Crow hear something from a few buildings away and go to investigate. The adventurers come upon a single addedo-oni, surprising the hunchling long enough for Shibonotoko to explode its skull with an arrow. It was not alone however and in a flash dozens of the undead swarm over the environs of Yuga to surround the party!

They quickly retreat into a nearby building and Chuda throws up a shaped wall of force to funnel their attackers, allowing Crow and Fuk to unleash unarmed hell on every foe foolish enough to approach them. Dozens and dozens of undead die by spell and fist before a lull occurs and after briefly flitting into the air, their tengu monk realizes that the hundreds of people have been transformed into bloodthirsty monsters by the Mists of Akuma!

Tetsujin calls upon spirit guardians and uses its powerful radiance to slaughter scores of the creatures as they slip from house to house. Hunchlings die in droves but even with the deft martial prowess of the umibo’s allies, a few undead samurai wearing the emblems of Satsujin break through his magic to strike at him. All the same the adventurers reach Iesu Castle on the hill above the city, the monsters harrying them stopping outside of its moat to gather in vast numbers.

The party quickly evaluates Iesu Castle’s exterior and Tetsujin’s detect magic reveals that the entire building is enchanted to both clean itself and protect against teleportation. With the hordes briefly held at bay the adventurers step inside to find the building in disarray though Chuda’s keen eyes for detail intuits that no struggle took place. Fuk uses his incredible speed to rapidly canvas the estate, finding that nothing of value has been left behind, but it is Crow and Tetsujin that spot a bird-like human peeking from the stairs to the basement before flitting out of sight. With no other leads and legions of adeddo-oni charging up the hill to Iesu Castle, they choose to follow and fortify the basement if need be. Their tengu ally quickly finds a secret door however and the party is able to enter the hidden stone passage behind it before their attackers can reach them, closing it shut with none of the monsters any the wiser.

The hallway descends for hundreds of feet before reaching a bridge that crosses over an underground river to the worked metal doors of a dungeon. Gathering their wits and with no enemies in sight, they stop to catch their breath before hopefully finding Chianji Satsujin–or his corpse–inside.

Chris’ Game #2: Unnatural Spores of the Sekaina Nanbasen

As they rest Chuda senses a strange odor in the air and finds spores floating throughout the cavern. Shibonotoko breaks out her alchemist’s kit and determines that their violet-brown hue was unnatural and had no biological reason for being the odd color.

When confronted with a thick stone door Fuk unleashed his martial prowess, destroying it in less than a minute–making the attackers waiting beyond it ready to strike! The sickly-looking hengeyokai viciously rain blows down upon the bakemono as his allies rally to his side but before they are all beaten, one escapes to the northern passage.

Fuk gives chase and sets off a trap of needles but ignores them (and the poison on the points of the dozens that stick into his skin) and kills the fleeing Death Crow but it cries out as it is slain, earning the attention of a powerful beast that explodes into the passage. Shibonotoko throws oil and fire at it but the tengu and bakemono monks are what bring the creature to its end.

As the party looks over the thing’s corpse, Shibonotoko wanders back towards the entrance and is attacked by another Death Crow! Fuk leaps to follow with his fantastic speed but falls short, bumbling into Chuda in mid-air and tumbling to the ground as their necroji wizard blasts it with flames. Their attacker flees southward and they give chase, Crow finding and unlocking the door he thinks it went through to discover an underground ravine. While the party explores the new area Chuda checks the unopened door and finds the Death Crow he just chased away with a fire bolt completely healed, slathering a viscous green substance all over itself to mend its wounds.

In the underground ravine, Crow flies too close to the windowed atrium across the bridge and a strange hum rattles as his soul–then the aroma began, spreading rapidly all over the dungeon and gripping the adventurers’ minds, drawing all but Fuk and Chuda to its source. Crow opens the door and finds a ghastly tree with strange head-shaped fruits, and though he and Shibonotoko walk towards it they both manage to resist the urge to eat from the wretched thing. A vicious combat breaks out and a strange seer reveals himself, using powerful psychic abilities and a quick scimitar to bring low both Crow and the tanuki rogue!

Tetsujin’s kami frees him from its influence and rescues Crow’s mind from its control and before being beaten down by the seer manages to grievously wound the jinmenju using his fiery blast strike maneuver. Once freed the umibo casts spirit guardians and trudges forward as Chuda unleashes a wall of force, trapping the monster as the cleric’s magic gradually wore it down. Once their tactic takes hold the seer disappears into the dungeon, returning soon after with a hostage–the noble the party was ordered to collect!

The necroji wizard nearly blasts him with fire and Fuk slams his fist into his face–so the seer makes good on his threat, slashing the noble’s neck open with his blade and fleeing. Healing their allies and saving their charge’s life, the adventurers quickly leave via a teleportation circle cast by Chuda (who chillingly insures the man they are saving that if anything other than “they are my saviors” is said, there will be dire consequences) but before leaving the dungeon they discover some strange propaganda and one name: Sekaina Nanbasen, the death cult plaguing this region.

EPILOGUE

Arriving in the Satsujin family’s estate in the prefecture’s capital of Ki-Yosa, the adventurers piece together that the kidnapper and scourge of Yuga city is a rogue Seer Sword, another bengoshi like the man who hired them. They collect their payment (thousands of gold) and travel papers but are quickly ushered off the grounds and strongly urged to leave Satsujin Prefecture.

The city of Yuga is abandoned and overrun with monsters–what will become of it?

Where in Soburin will the adventurer’s roam?

Is Fuk really the better fighter or will Crow prove his superiority?

Will Tetsujin and Chuda’s magic still save their monk allies from the peril they fling themselves into?

And perhaps most importantly,

what in the name of the ancestors did Shibonotoko do with her wine bottle opener?

By request this week’s character is the INVINCIBLE IRON MAN! I’m not familiar with the new series so we’re just going with Tony Stark (my favorite memories of that character, cheesy as they may be, are from the old Saturday morning cartoon on ABC–check it out if you don’t know what I’m talking about).

If there’s someone you’d like to see please comment with a request (tune in next week for Nightcrawler!), tweet at me @MikeMyler2 , or poke me on Facebook, and if you notice room for improvement let me know. Also, if you dig this, share it around and like it and so forth! Thank you!

Robot Warrior (Ex) [from the Mechwarrior archetype for Netjackers]: A mechwarrior begins play with one robot (a proxy) she is able to wear like a suit of armor. The proxy mimics all of the mechwarrior’s movements, and the mechwarrior perceives through the proxy’s senses and speaks through its voice modulator; for the purposes of game mechanics the two are now one creature. The mechwarrior directs all of the proxy’s actions while it is worn.While wearing her proxy, the mechwarrior uses the proxy’s Strength and Dexterity, but retains her own Constitution, Intelligence, Wisdom, and Charisma. The mechwarrior gains the proxy’s hit points as temporary hit points. When these hit points reach 0, the proxy is broken and counts against the mechwarrior’s carrying capacity. The mechwarrior uses the proxy’s base attack bonus, and gains the proxy’s armor, natural armor bonuses, and modifiers to ability scores. The mechwarrior also gains access to the proxy’s special abilities and the proxy’s upgrades. The mechwarrior is still limited to the proxy’s maximum number of natural attacks. The proxy has no skills or feats of its own. The proxy must be at least the same size as the mechwarrior. The proxy’s temporary hit points may can be restored through the same means as any other robot. Getting into or out of a proxy is a full-round action that provokes attacks of opportunity.While wearing her proxy, the mechwarrior loses the benefits of her armor. She counts as both her original type and a robot for any effect related to type, whichever is worse for the mechwarrior. Spells such as antitech field or destroy robot work normally on the proxy, but the mechwarrior is unaffected. Neither the mechwarrior nor her proxy can be targeted separately, as they are fused into one creature. The mechwarrior and proxy cannot take separate actions. While fused with her proxy, the mechwarrior can use all of her own abilities and gear, except for her armor. In all other cases, this ability functions as the netjacker’s normal robot artist ability (for example, the proxy and netjacker share a digital watermark).This modifies and replaces robot artist.

SOME NOTES ON THE PATHFINDER BUILD

As one of the world’s most powerful super heroes, Tony is a biggun–so big that he’s about as tough as Lucifer (and just as smart). He can buy whatever additional equipment you think is appropriate, but I think this is as streamlined as he gets (no mega-cannon) and definitely not the Hulk build, but definitely not Mark 1.

IRON MAN (Tony Stark)

*Outside of his Iron Man suit, Tony Stark loses all his features but Technofanatic, all of his attacks (his Unarmed Strike changes to +6, 1d3+1), and his ability scores change to Strength 12, Dexterity 14, Constitution 14.

Saving Throws Str +10, Int +10, Wis +4, Cha +9Skills Deception +9, Insight +4, Investigation +10, Perception +4, Persuasion +9, Technology +10Damage Vulnerabilities critical hits, lightningDamage Resistances cold, fire, poison, psychic; bludgeoning, piercing, slashingCondition Immunities exhaustion, petrified, poisonedSenses blindsight 60 ft., darkvision 120 ft., passive Perception 14Languages English and 10 other languagesChallenge 16 (15,000 XP)Artificial Response. When Iron Man is charmed, paralyzed, or stunned, he may spend a bonus action to make a saving throw to eliminate the condition. Iron Man may only use artificial response once against any one instance of an effect.Rapid Reflexes. When Iron Man makes a Dexterity saving throw to reduce the damage of a spell or attack, on a success he takes no damage and on a failure he takes half damage.Strongback. Iron Man is able to throw objects as heavy as 1 ton (2,000 pounds) and lift objects ten times that weight.Targeting Relays. Iron Man does not suffer disadvantage for making ranged attacks while within reach of an enemy.Technofanatic. Iron Man has advantage on Technology checks.

ACTIONSMultiattack.Iron Man makes any combination of four unarmed strikes and repulsor blasts, two missile attacks, or one missile attack and a combination of two unarmed strikes and repulsor blasts each round.Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (2d8+11) bludgeoning damage.Missile. Ranged Weapon Attack: +9 range (60/500), multiple targets (20-foot-square). Hit: 39 (8d8+3) bludgeoning and fire damage; DC 18 Dexterity saving throw reduces damage by half.Repulsor Blast. Ranged Weapon Attack: +9 to hit, range (100/500), one target. Hit: 25 (5d8+3) force damage.Thrown Object. Ranged Weapon Attack: +9 to hit, range (100/200), multiple targets (determined by object size; make one attack roll per target). Hit: 15 (1d8+11) damage. The damage type depends on the object (bludgeoning, piercing, or slashing) and at 100 pounds and every 100 pounds thereafter, the damage increases by 1d8 (up to 101 [21d8+7] at 2,000 pounds).Unibeam (Recharge 5-6). Iron Man unleashes the weapon in his chestplate, blasting a potent beam of force in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 88 (16d10) force damage on a failed save, or half as much damage on a successful one. Creature that fail their saving throw are also pushed back a number of feet equal to half the damage they take (round up).

SOME NOTES ON THE D&D 5E BUILD

I eschewed the book’s mechwarrior (sorcerer archetype) NPC build for a straight monster build–as mentioned elsewhere, Hypercorps 2099 was envisioned and originally but for Pathfinder then translated to 5E, and the latter is not quite as flexible for player options as the former. Don’t get me wrong, it definitely still delivers super cyberbunk and is really a great time, but building whatever-you-can-fathom inside playable parameters is definitely more challenging because of the ability score caps and different resource distribution in D&D 5E. He’d probably end up past CR 21+ and at that point in 5E you’d never use him (the Pathfinder build above is definitely nearing epic play) whereas a CR 16 is much more likely to find room at your gaming table. 🙂

Welcome to the fourth post for Street Fighter D&D 5E! If you dig this one please comment or share it about or like it or whatever, check out last week’s character (M. Bison!), and if you think this can be improved in any way please don’t be bashful and let me know!.

Next week I’ll be putting up Fei Long the Flying Dragon (!) but if there’s someone you’d like to see after him I am doing these in order of requests (then favorites — Ken will be along shortly) so let me know and we’ll get them in queue!

Action Surge. On her turn, Cammy can take an additional action on top of her regular action and a possible bonus action. Once she uses this feature, she must finish a short or long rest before she can use it again.Background Feature: Military Rank (Soldier). Cammy has a military rank of Sergeant from her career as a soldier. Soldiers loyal to her former military organization still recognize her authority and influence, and they defer to her if they are of a lower rank. Cammy can invoke her rank to exert influence over other soldiers and requisition simple equipment for temporary use. Cammy can also usually gain access to friendly military encampments and fortresses where her rank is recognized.Fighting Style: Archery. Cammy gains a +2 bonus to attack rolls she makes with ranged weapons.Indomitable. Cammy can reroll a saving throw that she fails. If she does so, she must use the new roll, and Cammy can’t use this feature again until she finishes a long rest.

Ki (5 points).Cammy harnesses the mystic energy of ki and can spend these points to fuel various ki features. When she spends a ki point, it is unavailable until she finishes a short or long rest, at the end of which she draws all of her expended ki back into herself. She must spend at least 30 minutes of the rest meditating to regain her ki points.

Flurry of Blows.Immediately after Cammy takes the Attack action on her turn, she can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense. Cammy can spend 1 ki point to take the Dodge action as a bonus action on her turn.

Step of the Wind.Cammy can spend 1 ki point to take the Disengage or Dash action as a bonus action on her turn, and her jump distance is doubled for the turn.

Stunning Attack. Cammy can spend 1 ki point to attempt to stun a creature she hits with a melee weapon attack. The target must succeed on a DC 17 Constitution saving throw or be stunned until the end of her next turn.

Know Your Enemy. If Cammy spends at least 1 minute observing or interacting with another creature outside combat, she can learn certain information about its capabilities compared to her own. The GM reveals if the creature is your equal, superior, or inferior in regard to two of the following characteristics of her choice: Strength score, Dexterity score, Constitution score, Armor Class, Current hit points, Total class levels (if any), Fighter class levels (if any).

Martial Archetype: Combat Superiority (5d10).Cammy knows the following maneuvers. She can use only one maneuver per attack. A superiority die is expended when Cammy uses a maneuver. She regains all of her expended superiority dice when she finishes a short or long rest.

Disarming Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to attempt to disarm the target, forcing it to drop one item of her choice that it’s holding. She adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Strength saving throw. On a failed save, it drops the object she chose. The object lands at its feet.

Evasive Footwork. When Cammy moves, she can expend one superiority die, rolling the die and adding the number rolled to your AC until she stops moving.

Maneuvering Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to maneuver one of her comrades into a more advantageous position. She adds the superiority die to the attack’s damage roll, and she chooses a friendly creature who can see or hear her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Cammy’s attack.

Parry. When another creature damages Cammy with a melee attack, she can use her reaction and expend one superiority die to reduce the damage by the number she rolls on her superiority die + 5.

Pushing Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to attempt to drive the target back. She adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Cammy pushes the target up to 15 feet away from her.

Sweeping Attack. When Cammy hits a creature with a melee weapon attack, she can expend one superiority die to attempt to damage another creature with the same attack. She chooses another creature within 5 feet of the original target and within her reach. If the original attack roll would hit the second creature, it takes damage equal to the number she rolls on her superiority die. The damage is of the same type dealt by the original attack.

Trip Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to attempt to knock the target down. She adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Cammy knocks the target prone.

Martial Arts.Cammy can use Dexterity instead of Strength for the attack and damage rolls of her unarmed strikes and monk weapons, and she rolls a 1d8 in place of the normal damage of her unarmed strike or monk weapons. In addition, when Cammy uses the Attack action with an unarmed strike or a monk weapon on her turn, she can make one unarmed strike as a bonus action.Second Wind. On her turn, Cammy can use a bonus action to regain 1d10+10 hit points. Once she uses this feature, she must finish a short or long rest before she can use it again.Stance Adept. Cammy’s monk training has gained her a martial arts feat and she has used two of her Ability Score Increases to further her understanding of the discipline.Stance of the Striking Serpent (3). Cammy has advantage on Acrobatics checks, resistance to piercing damage, and her strikes deal an additional 1d8 piercing damage. In addition, Cammy has advantage on checks and saves to avoid the prone condition and creatures are at disadvantage to resist her attempts to grant them the prone condition.Unarmored Defense.While she is wearing no armor and not wielding a shield, Cammy’s AC equals 10 + her Dexterity modifier + her Wisdom modifier + 1 (the number of martial arts stances she knows).Unarmored Movement. Cammy’s speed increases by 10 feet while she is not wearing armor or wielding a shield.Unarmed Savant. Cammy’s unarmed strike damage increases by one step as shown in the Martial Arts column of the Monk table (to 1d8).

REACTIONSDeflect Missile. Cammy can spend her reaction to strike a missile when she is hit by a ranged weapon attack. When she does so, the damage she takes from the attack is reduced by 14 (2d8+5).Slow Fall. Cammy can use her reaction when she falls to reduce any falling damage she takes by 25.

The combat pistol has the ammunition, autofire (bonus action to make an additional attack with disadvantage), and reload (20 shots) properties and has been sourced from Hypercorps 2099 (5e).

Action Surge (1/short rest). On her turn, Cammy can take an additional action on top of her regular action and a possible bonus action.Indomitable (1/long rest). Cammy can reroll a saving throw that she fails. If she does so, she must use the new roll.

Ki (5 points).

Flurry of Blows.Immediately after Cammy takes the Attack action on her turn, she can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense. Cammy can spend 1 ki point to take the Dodge action as a bonus action on her turn.

Step of the Wind.Cammy can spend 1 ki point to take the Disengage or Dash action as a bonus action on her turn, and her jump distance is doubled for the turn.

Stunning Attack. Cammy can spend 1 ki point to attempt to stun a creature she hits with a melee weapon attack. The target must succeed on a DC 17 Constitution saving throw or be stunned until the end of her next turn.

Know Your Enemy. If Cammy spends at least 1 minute observing or interacting with another creature outside combat, she can learn certain information about its capabilities compared to her own. The GM reveals if the creature is your equal, superior, or inferior in regard to two of the following characteristics of her choice: Strength score, Dexterity score, Constitution score, Armor Class, Current hit points, Total class levels (if any), Fighter class levels (if any).

Martial Archetype: Combat Superiority (5d10).Cammy can use only one maneuver per attack. A superiority die is expended when Cammy uses a maneuver. She regains all of her expended superiority dice when she finishes a short or long rest.

Disarming Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to attempt to disarm the target, forcing it to drop one item of her choice that it’s holding. She adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Strength saving throw. On a failed save, it drops the object she chose. The object lands at its feet.

Evasive Footwork. When Cammy moves, she can expend one superiority die, rolling the die and adding the number rolled to your AC until she stops moving.

Maneuvering Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to maneuver one of her comrades into a more advantageous position. She adds the superiority die to the attack’s damage roll, and she chooses a friendly creature who can see or hear her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Cammy’s attack.

Parry. When another creature damages Cammy with a melee attack, she can use her reaction and expend one superiority die to reduce the damage by the number she rolls on her superiority die + 5.

Pushing Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to attempt to drive the target back. She adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Cammy pushes the target up to 15 feet away from her.

Sweeping Attack. When Cammy hits a creature with a melee weapon attack, she can expend one superiority die to attempt to damage another creature with the same attack. She chooses another creature within 5 feet of the original target and within her reach. If the original attack roll would hit the second creature, it takes damage equal to the number she rolls on her superiority die. The damage is of the same type dealt by the original attack.

Trip Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to attempt to knock the target down. She adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Cammy knocks the target prone.

Second Wind (1/short rest). On her turn, Cammy can use a bonus action to regain 1d10+10 hit points.Stance of the Striking Serpent (3). Cammy has advantage on Acrobatics checks, resistance to piercing damage, she has advantage on checks and saves to avoid the prone condition, and creatures are at disadvantage to resist her attempts to grant them the prone condition.

REACTIONSDeflect Missile. Cammy can spend her reaction to strike a missile when she is hit by a ranged weapon attack, reducing it by 14 (2d8+5).Slow Fall. Cammy can use her reaction when she falls to reduce any falling damage she takes by 25.

Today’s character from the vaults is one of my all-time absolute favorites, so much so that I had a miniature made for him at HeroForge.com!

Olllld Man is a Pathfinder RPG homage to a character in the (absolutely hilarious Zelda spoof)Legend of Neiland has been a trainer of legendary heroes for so long he’s forgotten most of what he learned about training legendary heroes–he is a doddering, stubborn, racist (specifically regarding dwarves, elves, gnomes, and halflings) old man concerned with little other than trying to remember what was glorious about his glory days or finding more good booze.

Some notes on playing as or using Olllld Man

It is not “Old Man”, it is “Ollllld Man” and he will correct people that pronounce his name wrong.

Olllld Man doesn’t really hate the other races, he just likes to complain about them at length. It’s also a good idea to make sure that the rest of the table is comfortable with someone roleplaying a bigot–if that’s not cool with everyone present, remove that aspect of his personality.

The Spellsong feat implies that one is singing while they use it to surreptitiously cast bard spells, but that’s not required–only a use of bardic performance. Olllld Man can bust a move but most of the time the trick is to find any reasonable way for him to explain something, which he will then turn into a story from his past (make up heroes, many of them, doing absolutely ridiculous things like knocking an elephant over by mistake or throwing their weapon into the sky and it disappearing for a long time before an anticlimax, just make sure they always end with inadvertently saving the day or a pointless death) and then boom, he’s casting a spell.

Like ROGUE DOOR, Olllld Man is a support character. His best use is at range providing bonuses to his allies, but in social roleplaying situations he should shine like a star and be a joy to play (interact with maybe not :p).

By request our subject this week is the man from the alternate future, Bishop! If there’s someone you’d like to see please comment with a request, and if you see room for improvement let me know. Also, if you dig this, share it around and like it and so forth! Thanks!

SPECIAL ABILITIESHyper Flaw – Mercurial Mind: Being time-tossed and frequently experiencing new memories befuddles Bishop’s mind at critical moments. Whenever he is hit by a critical hit or fails a saving throw against a mind-affecting spell or special ability, he also gains the confused condition for 1d4 rounds.

Hyper Flaw – Temporal Nemeses: Bishop’s enemies exist in the past, present, and future, and they frequently alter the timeline without giving him any opportunity to stop them until after the act has already been perpetrated. Often times these cause broad changes only Bishop might remember differently, but sometimes they can be at critical times to leave him vulnerable or trapped. As a result of their meddling, Bishop’s only adds his hyper score once when calculating his Luck and Reputation attributes.

Hyper Power: Energy Conduit (Ex) Bishop can absorb the following types energy from single attacks or area effects, though in the case of the latter other creatures and objects are usually still affected: cold, electricity, fire, force, holy, sonic, unholy. He does not make a saving throw against the effect but takes no damage from it, instead gaining 1 conduit point per 5 points of damage the attack would have inflicted. These conduit points last until Bishop discharges them and the maximum number of conduit points Bishop can have at one time is 18. When Bishop has filled his energy reserves he ceases to absorb energy damage until he has spent some of his conduit points. By spending his immediate action, Bishop can draw in ambient energy around him (such as from an area attack) to absorb all energy damage dealt nearby. Doing so for a 10-ft.-radius causes him to collect twice as many conduit points and for a 15-ft.-radius three times as many conduit points (roll the energy damage once). At the GM’s discretion, Bishop can also use this ability to absorb the energies from hyper powers or spells with other effects than dealing damage by winning on an opposed caster level check. On a success, Bishop absorbs 1d4 conduit points and the effect is negated. If Bishop cannot absorb all of the energy damage, from an attack or effect, divide the remaining damage by the average roll of the damage dice type (rounding up) and deal that energy damage to the area (for example, if Bishop absorbs 32 points of a 40 damage fireball, the 8 remaining damage, which comes from d6s, is divided by 3.5 and rounded up to 3d6 fire damage.) There are three ways for Bishop to spend his conduit points: energy blasts and energy eruptions.

Energy Blast (Ex): As a standard action, Bishop can unleash an energy blast at a single target up to a range of 250 feet. He must have at least one hand free to aim the blast. Bishop is never considered to be wielding or gripping the energy blast, and he can’t use Vital Strike feats with energy blasts. Energy blasts always deal full damage to swarms of any size. For every conduit point Bishop spends on an energy blast (up to maximum of 5), it either deals 1d10 damage on a successful hit, or he shoots one additional 1d10 damage energy blast for every additional conduit point spent (up to a maximum of 5). Bishop cannot shoot multiple energy blasts that deal more than 1d10 damage. Bishop’s energy blasts deal either force damage or holy damage (he chooses which type of damage to use when activating this ability).

Energy Eruption (Ex): As a standard action, Bishop can unleash his stored energy in a devastating wave of destruction to all objects and creatures within a 20-foot-radius. The energy eruptions deals 3d6 damage per 3 conduit points spent, up to a maximum of 18d6 (costing 18 conduit points). Creatures within the area may make a DC 21 Reflex save for half damage.

Energy Fists (Ex): As a swift action, for 1 conduit point Bishop can cause his melee attacks to deal an additional 1d12 points of energy damage (force or holy) for 1 round. For every 2 additional conduit points spent, Bishop can increase this extra damage by +1d12 (to a maximum of 4d12).

Hyper Power: Energy Conduit. Bishop can absorb the following types energy from single attacks or area effects, though in the case of the latter other creatures and objects are usually still affected: cold, fire, force, lightning, necrotic, psychic, radiant, thunder. He does not make a saving throw against the effect but takes no damage from it, instead gaining 1 conduit point per 4 points of damage the attack would have inflicted. These conduit points last until Bishop discharges them and the maximum number of conduit points Bishop can have at one time is 18. When Bishop has filled his energy reserves he ceases to absorb energy damage until he has spent some of his conduit points. By spending his reaction, Bishop can draw in ambient energy around him (such as from an area attack) to absorb all energy damage dealt nearby. Doing so for a 10-ft.-radius causes him to collect twice as many conduit points and for a 15-ft.-radius three times as many conduit points (roll the energy damage once). At the GM’s discretion, Bishop can also use this ability to absorb the energies from hyper powers or spells with other effects than dealing damage by winning on an opposed caster level check. On a success, Bishop absorbs 1d4 conduit points and the effect is negated. If Bishop cannot absorb all of the energy damage, from an attack or effect, divide the remaining damage by the average roll of the damage dice type (rounding up) and deal that energy damage to the area (for example, if Bishop absorbs 32 points of a 40 damage fireball, the 8 remaining damage, which comes from d6s, is divided by 3.5 and rounded up to 3d6 fire damage.) There are three ways for Bishop to spend his conduit points: energy blasts and energy eruptions.

Energy Blast (Ex). As an action, Bishop can unleash an energy blast at a single target within 250 feet. He must have at least one hand free to aim the blast. Energy blasts always deal full damage to swarms of any size regardless of resistances. For every conduit point Bishop spends on an energy blast (up to maximum of 5), it either deals 1d10 damage on a successful hit, or he shoots one additional 1d10 damage energy blast for every additional conduit point spent (up to a maximum of 5). Bishop cannot shoot multiple energy blasts that deal more than 1d10 damage. Bishop’s energy blasts deal either force damage or radiant damage (he chooses which type of damage to use when activating this ability).

Energy Eruption (Ex). As an action, Bishop can unleash his stored energy in a devastating wave of destruction to all objects and creatures within a 20-foot-radius. The energy eruptions deals 3d6 damage per 3 conduit points spent, up to a maximum of 18d6 (costing 18 conduit points). Creatures within the area may make a DC 19 Dexterity saving throw for half damage.

Energy Fists (Ex). As a bonus action, for 1 conduit point Bishop can cause his melee attacks to deal an additional 1d8 points of energy damage (force or radiant) for 1 round. For every 2 additional conduit points spent, Bishop can increase this extra damage by +1d8 (to a maximum of 4d8).

SHARD

Wondrous item, legendary magic itemShard is unable to force a creature to act under its will but can refuse to function.Linguistic Processor. Shard is able to read and understand all languages (as the tongues spell).Vast Database. Shard grants a +10 bonus on Intelligence checks related to information (this does not include secret information, only what would be publicly known). In addition, it has recordings of all known altered timelines and over the period of 10 minutes can identify the causes behind a diverted timeline.